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105 results

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1. Using immersive virtual reality to support designing skills in vocational education.

2. Left to their own devices: An exploration of context in seamless work‐related mobile learning.

3. BJET editorial 2022.

4. Complexity leadership in learning analytics: Drivers, challenges and opportunities.

5. Policy networks, performance metrics and platform markets: Charting the expanding data infrastructure of higher education.

6. Do children with reading difficulties benefit from instructional game supports? Exploring children's attention and understanding of feedback.

7. Computing education in children's early years: A call for debate.

8. Identifying factors influencing study skills engagement and participation for online learners in higher education during COVID‐19.

9. Using assistive technology with SRSD to support students on the autism spectrum with persuasive writing.

10. Finding the voice of students engaging in online alternative provision via digital data collection methods.

11. Understanding university students' behavioral intention to use Edmodo through the lens of an extended technology acceptance model.

12. Immersive virtual field trips and elementary students' perceptions.

13. An examination of constructivist educational technologies: Key affordances and conditions.

14. Game learning analytics for understanding reading skills in transparent writing system.

15. The adoption of a social learning system: Intrinsic value in the UTAUT model.

16. Mobile app features that scaffold pre‐school learning: Verbal feedback and leveling designs.

17. Validating a blended teaching readiness instrument for primary/secondary preservice teachers.

18. Peer feedback or peer feedforward? Enhancing students' argumentative peer learning processes and outcomes.

19. In‐service mathematics teachers' video‐based noticing of 3D printing pens "in action".

20. Situating presence within extended reality for teacher training: Validation of the extended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video.

21. A tale of two subreddits: Change and continuity in teaching‐related online spaces.

22. Learning by explaining to oneself and a peer enhances learners' theta and alpha oscillations while watching video lectures.

23. Latent profiles of self‐regulated learning and their impacts on teachers' technology integration.

24. Intrinsic motivation enhances online group creativity via promoting members' effort, not interaction.

25. Cognitive load and online course quality: Insights from instructional designers in a higher education context.

26. Lifelong learning and the Internet: Who benefits most from learning online?

27. Affordances of a mobile learner‐generated tool for pupils' English as a second language vocabulary learning: An ecological perspective.

28. Making sense of young people's digital practices in informal contexts: The Digital Practice Framework.

29. Gamification of in‐class activities in flipped classroom lectures.

30. Cardiopulmonary resuscitation training for high school students using an immersive 360‐degree virtual reality environment.

31. Three approaches for supporting faculty technological pedagogical content knowledge (TPACK) creation through instructional consultation.

32. Can an immersive virtual reality simulation increase students' interest and career aspirations in science?

33. Bridging learning sciences, machine learning and affective computing for understanding cognition and affect in collaborative learning.

34. Modifying games with ChoiCo: Integrated affordances and engineered bugs for computational thinking.

35. Parents' profiles concerning ICT proficiency and their relation to adolescents' information literacy: A latent profile analysis approach.

36. Science learning via multimedia portal resources: The Scottish case.

37. Datasets reflecting students' and teachers' views on the use of learning technology in a UK university.

38. Immersive virtual reality in K‐12 and higher education: A 10‐year systematic review of empirical research.

39. A cross-cultural examination of the impact of social, organisational and individual factors on educational technology acceptance between British and Lebanese university students.

40. Conceptualising the role of information and communication technologies in the design of higher education teaching models used in the UK.

41. From piloting e‐submission to electronic management of assessment (EMA): Mapping grading journeys.

42. HoloLens and mobile augmented reality in medical and health science education: A randomised controlled trial.

43. Pre‐service teachers' perceptions of social media data privacy policies.

44. Can narrative cutscenes improve home learning from a math game? An experimental study with children.

45. Self‐directed reflective assessment for collective empowerment among pre‐service teachers.

46. Investigating the effect of teaching as a generative learning strategy when learning through desktop and immersive VR: A media and methods experiment.

47. Effects of an immersive virtual reality‐based classroom on students' learning performance in science lessons.

48. Evaluation of an immersive virtual learning environment for operator training in mechanical and plant engineering using video analysis.

49. Reasons associated with preservice teachers' intention to use immersive virtual reality in education.

50. Immersive virtual reality for supporting complex scientific knowledge: Augmenting our understanding with physiological monitoring.